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Conger D. — Physics modelling for game programming
Conger D. — Physics modelling for game programming



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Íàçâàíèå: Physics modelling for game programming

Àâòîð: Conger D.

Àííîòàöèÿ:

Physics Modeling for Game Programmers demystifies the variety of physical models on the forefront of the next major revolution in game development that will add photo-realism to games: Sound, Wave Motion, Light, Fluids, Fabrics, and Solids. The book covers high-level material while making it accessible to a wide range of readers. Each subject covered includes illustrations and fun, visual examples. The code is simple and comprehensible, but the effects it produces are stunning.


ßçûê: en

Ðóáðèêà: Ðóêîâîäñòâà ïî ïðîãðàììíîìó îáåñïå÷åíèþ/

Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ: Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö

ed2k: ed2k stats

Ãîä èçäàíèÿ: 2004

Êîëè÷åñòâî ñòðàíèö: 544

Äîáàâëåíà â êàòàëîã: 30.11.2013

Îïåðàöèè: Ïîëîæèòü íà ïîëêó | Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà | Ñêîïèðîâàòü ID
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Ïðåäìåòíûé óêàçàòåëü
Public member data      139—140
Public member function      160 475
Pyramids      424—425
Pyramids, spinning      119—124
Pyramids, three-sided      119—120 122
Pythagorean Theorem      42 61
Quaternions      221 223
Radial velocity      454—456
Radiation, ghost      461
radii      174
Rasterization      23 116
Rectangular solids      424—425
Red, green, blue (RGB) system      20
reference counting      133 141—143
ReferenceCount      138—139
RegisterClassEx()      488—489 491
Relativity, special      154
release()      26
Render()      377—378
Render() of basic_flyer      436
Render() of cloth      331—332
Render() of d3d_mesh      136—137
Render() of d3d_point_mass      162—163 171 199
Render() of d3d_rigid_body      233—234
Render() of point_mass      308—310 383 387—388
Render(), immersible_rigid_body      362
RenderFrame()      34 38 104 199 232—233 265 295 361—362
Rendering      see also "2-D transformations and rendering"
Rendering meshes      131 136—137
Rendering, d3d_rigid_body object      232—234
Rendering, piece of cloth      326—331
reset()      379
RestoreDeviceObjects()      379—380
Restoring force of gravity      301—302
Restoring moment      427
Return statement      472
RGB (red, green, blue) system      20
right triangle      42
Right-hand operator      59
Right-handed coordinate system      45 110
Right-hend rule      63
Rigid bodies      see also "Collisions of rigid bodies"
Rigid bodies, constrained      204—205
Rigid bodies, overview      5
Rigid bodies, restoring using point masses      380—386
Rigid body dynamics      201—234 see "3-D
Rigid body dynamics, center of mass      202—204
Rigid body dynamics, overview      201—202
Rigid body object      249 275 278—279 295 386
Rigid_body class      246
Rigid_body class and rolling      296
Rigid_body class and virtual functions      480
Rigid_body class, ConstantForce()      357
Rigid_body class, differentiating between impulse and constant forces      272 274—275 278
Rigid_body class, ecdefining rigid bodies using point masses      380—383
Rigid_body class, finding and handling collisions      252
Rigid_body class, lunar landers      456
Rise      151
Roadways, banked      413—414
Rockets      451—456
Rockets, getting into orbit      452—454
Rockets, how they work      451—452
Rockets, staying in orbit      454—455
Rockets, toward other planets      455—456
Rolling      295—296 434
Rotated point      89
RotateXYZ()      439
Rotation matrices      221—223
Rotational inertia      227 249 361
RotationalInertia()      361
Rotations, combining      95
Rotations, overview      5
Rudders      446
Scalar product      see "Dot product"
Scalars      49 73—74 92
Scaling transformations, combining      95
Scope resolution oparator      476 479
SDK (Software Development Kit)      15
SetDataFormat()      390 395
SetMaterial()      128 137
setProperty()      398
SetTexture()      127—128 137
SetTransform()      118
SetupGeomentry()      444
SetupInputDevices()      395—396
SetViewPoint()      444
ShareMesh()      308
Ships end boats      423—432
Ships end boats, buoyancy of      423—424
Ships end boats, calculating hull volume      424—426
Ships end boats, currents and waves      430—432
Ships end boats, mass and virtual mass      427—429
Ships end boats, resistance      429—430
Ships end boats, stability of      426—427
Shock wave      345—347
ShowWindow()      491
Simplifying program initialization      367—371
Sizeof(WNDCLASSEX) setting      487
Skirt      421—422
SM_CXFULLSCREEN value      490
SM_CYFULLSCREEN value      490
Software development kit (SDK)      15
Spacecraft, Bussard ramjets      458
Spacecraft, dogfights      450—451
Spacecraft, flight simulators      433—444
Spacecraft, flight simulators, implementing      435—444
Spacecraft, flight simulators, overview      433—435
Spacecraft, hyperspace      461
Spacecraft, ion drives      457
Spacecraft, lunar landers      456
Spacecraft, nuclear plasma drives      458—459
Spacecraft, rockets      451—456
Spacecraft, rockets, getting into orbit      452—454
Spacecraft, rockets, how they work      451—452
Spacecraft, rockets, staying in orbit      454—455
Spacecraft, rockets, toward other planets      455—456
Spacecraft, time dilation      458—460
Spacecraft, warp drives and infinite improbability drives      461—462
Spacecraft, wormholes      461
Spatial partitioning      179—181
Special relativity      154
Specular color      128
Speed      155 458—460
Spheres, bounding      174—177 194 223 235—236 252 295
Spheres, collisions of      189—190
Spinning force      409
Spinning pyramid example      119—124
Spinning triangles      96—105
Spinning triangles, example      99—102 116—119
Spinning triangles, overview      96
Spinning triangles, rendering frames      104—105
Spinning triangles, setting up geometry      99—102
Spinning triangles, updating frames      102—104
Spinning triangles, using physics modeling framework      97—99
splash screen      37
Spring class      310—312
springs      see also "Mass and spring systems"
Springs, compression limit      310
Springs, equations for      310
Springs, expansion limit      310
Springs, force of      315
Springs, overview      7
State variable      352
Statemants      471
Static vector_3d      196
Statically allocated arrays      102
Stopping distance      412
String theory      461
Structure's definition      19
structures      482—483
SUCCEEDED macro      18
SumForces variable      278
Surface normal      334—335
SwapEffect      24
switch statement      264—265
SW_SHOWDEFAULT parameter      491
SW_SHOWMAXIMIZED parameter      491
SW_SHOWNORMAL parameter      491
System International (SI)      46
Tail rudders      423
Tangential acceleration      207 216—217
Tangential force      210 452
Tangential velocity      206 208 454 456
Tearing      22
Temperature, base and derived units      46
Temperature, English/metric conversions      47
Tensor      219
Tera(T) metric system prefix      48
tetrahedron      425—426
Texels      126
Texture coordinate      126
textures      126—128
Textures, creating from files      127
Textures, extracting      129—131
Textures, overview      126—127
Textures, setting      127—128
Texturing      125 128 163
TheApp variable      373
Three-sided pyramid drawing      122
throw statement      482
Thrust      447
Thrust, aircraft      449
Time, base and derived units      46
Time, dilation      458—460
Time, setting increments      264
TimeToUpdateFrame()      264
Tolerance      66
torque      407 409
Torque, 2-D rigid bodies      209—212
Torque, 3-D rigid bodies      217—220
Transformation matrices, setting      375—379
Transformations      see also "2-D transformations and rendering" "3-D
Transformed vertices      99
TranslateMessage()      492
Transposing matrices      79
Transverse force      346—347
Transverse waves      344
Triangles      125
Triangles, 3-D spinning triangle example      116—119
Triangles, equilateral      425
Triangles, geometry of      8 41—43
Triangles, spinning      96—105
Triangles, spinning, example      99—102 116—119
Triangles, spinning, overview      96
Triangles, spinning, rendering frames      104—105
Triangles, spinning, setting up geometry      99—102
Triangles, spinning, updating frames      102—104
Triangles, spinning, using physics modeling framework      97—99
Trigonometric identities      89
TriSpin program      103
TriSpin.cpp      104
Try-catch statemant      84
Tuning cloth      331
TurnAngle data member      416
Turning force      413
Typecast functions      69
typedef statements      484
Unbuffered input      389
Unit matrix      72
Unit vectors      64—66 190 198
UNITS      46—49
Untransformed vertices      99
Update() of basic_flyer      437—439
Update() of cloth      326—329 332
Update() of d3d_point_mass      160—162 170
Update() of d3d_rigid_body      225 229—232 275—278
Update() of point_mass      308—310 385—386
Update() of point_mass_base      385—386
Update() of rigid_body      383 385—386
Update() of uninersible_rigid_body      353 357 362
Update(), car rotatation      421
Update(), updating fremes      196
UpdateFrame()      34 38 102—103
UpdateFrame() of cloth      329
UpdateFrame() of d3d_point_mass      169—170 194—196
UpdateFrame() of d3d_rigid_body object      228—232
UpdateFrame() of immersible_rigid_body      361—362
UpdateFrame() of rigid_body      278 295
UpdateFrame(), handling collisions      264—265
UpdateFrame(), spinning pyramids      121—122
UpdateFrame(), spinning triangles      118—119
Upgrading point masses      303—310
using statement      476
Utility functions      118
Vector classes, division operators      58—59
Vector classes, multiplication operators      58—59
Vectors      49—70
Vectors in Direct3D      69—70
Vectors, 2-D      420
Vectors, 3-D      420
Vectors, Addition Member Functions      55—56
Vectors, cross product      62—64
Vectors, dot product      60—62
Vectors, implementing in code      51—57
Vectors, implementing in code, overview      51—53
Vectors, implementing in code, vector addition and subtraction      53—57
Vectors, multiplication and division of by scalars      57—60
Vectors, orthogonal      62
Vectors, overview      8 49—51
Vectors, projection      66—69
Vectors, projection, bouncing off wall example      66—68
Vectors, projection, overview      66
Vectors, projection, Plug n'Chug      68—69
Vectors, subtraction member functions      55—56
Vectors, unit vectors      64—66
Vectors, vector calculus      216
Vectors, vector reflection      66
Vector_2d class      51—52
Vector_2d object      52
Vector_3d class      52—53 476
Vector_3d class, Norm()      176
Vector_3d class, Normalize()      198
Vector_3d class, NormSquared()      176—177
Vector_4d class      439
Velocity      149—152 346—347 410 414—415
Velocity vector      150 157 439
Velocity, equation for      149
Velocity, escape      455 457
Velocity, horizontal      270—271
Velocity, linear      157 295
Velocity, of satellite      454—455
Velocity, projected      190
Velocity, radial      454 456
Velocity, tangential      206 208 454 456
Velocity, vertical      270
Vertex buffer      30 102 104 118 120 380 410
VERTEX_TYPE_SPECIFIER      102
Vertical velocity      270
Vertices      99
ViewMatrix()      378—379
ViewMatrixDirty      377—378
Virtual mass      428—429
viscosity      338
Viscous drag      429
Visual C++      56
Visual Studio, compiling programs using Directlnput      389
Visual Studio, creating projects      97
Visual Studio, initializing Direct3D      17—18
Visual Studio, using DirectX AppWizard with      27—28
Volume member      352
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